#version 450 core
layout (location = 0) out vec4 FragColor;
layout (location = 0) in Vertex
{
vec4 color;
vec3 worldSpacePos;
vec3 worldSpaceNorm;
vec2 texCoord1;
flat int cameraIndex;
} fs_in;
layout (binding = 1) uniform sampler2D t0;
void main()
{
FragColor = texture(t0, fs_in.texCoord1);
}
